by Xanax
This is the big Plane of Power progression update. The goal is not to make PoP instant. The goal is to remove unnecessary bottlenecks, make failed scripted events recover reasonably, support full 72-player raids for progression, and make raid timing much easier to understand. Some changes below are still awaiting final merge/deployment. The Luclin section near the bottom is specifically still pending approval.
There are three different kinds of timers mentioned throughout these notes: Successful kill respawn / reuse timer This is how long the event stays down after you successfully beat it. Failed-event retry timer This is how long you wait after the raid fails the event before the encounter or its trigger becomes available for another attempt. Active event window Some scripted encounters give you a certain amount of time to complete the event once it has started. This is not the boss respawn. If that active window expires, the event fails and then its failed-event retry timer begins. For most standard PoP raid bosses:
For the four elemental gods:
A wipe does not automatically mean waiting through those full successful-kill timers. Many scripted events have much shorter failed-event retry times. —
Selected open-world PoP trash has also been standardized. Tier 1–3: 19.5-minute respawns
Elemental planes: 25.5-minute respawns
The selected spawns have no random timer variance. —
The following progression encounters use the standard 66-hour successful-kill respawn and 66-hour loot lockout.
Again: 66 hours is the successful-kill schedule. Scripted encounters listed later may have much shorter retries if the raid fails. —
The four elemental gods use the longer successful-kill schedule:
After a successful kill:
Their failed-event retry times are handled separately and are listed in their individual sections below.
Justice trials have been cleaned up considerably. If you succeed:
If you fail:
Other changes:
The goal is to keep Justice moving instead of losing a flagging group to a broken or abandoned trial room. The Seventh Hammer follows the standard 66-hour successful-kill schedule. —
The Hedge Maze has been expanded for raid-sized flagging.
Terris Thule follows the standard 66-hour successful-kill schedule. —
Bertoxxulous received several recovery improvements.
If you defeat Bertoxxulous:
If you fail Bertoxxulous:
BoT keying should be substantially less painful without removing the key process.
These bosses now receive 3 Rings of Torden every time:
Each of the eight designated tower bosses receives 1 Unadorned Symbol of Torden every time.
Selected elemental NPCs have a 25% chance to carry their appropriate progression gem or sphere.
Using a Symbol of Torden now authorizes the raid/group for 5 minutes instead of only 60 seconds. Agnarr follows the standard 66-hour successful-kill schedule. — Bastion of Thunder BoT keying should be substantially less painful without removing the key process. Ring of Torden These bosses now receive 3 Rings of Torden every time: Laef Windfall Gaukr Sandstorm Oreen Wavecrasher Hreidar Lynhillig Unadorned Symbol of Torden Each of the eight designated tower bosses receives 1 Unadorned Symbol of Torden every time. Gems and Spheres Selected elemental NPCs have a 25% chance to carry their appropriate progression gem or sphere. Tower Access Using a Symbol of Torden now authorizes the raid/group for 5 minutes instead of only 60 seconds. Agnarr follows the standard 66-hour successful-kill schedule. Plane of Storms Medallion farming has been reworked around the actual encounters instead of unreliable kill counters. Standard Progression Instances Matching trash: 20% medallion chance Secondary medallion minibosses: 1–3 medallions Gurebk, Jeplak, and Neffiken: 5–8 medallions The three giant leaders now activate based on whether their actual required giants are dead, rather than relying on a fixed trash-kill counter that could become incorrect after respawns or resets. The three leaders use: 3-hour open-world respawns 6-hour guild-instance respawns The six secondary medallion minibosses use: 90-minute open-world respawns 18-hour guild-instance respawns
The Behemoth event has been heavily cleaned up.
Once Behemoth is active:
The 3 hours is not a respawn timer. It is how long the active attempt is allowed to remain open while the raid is not fighting him. If he leashes:
If the event fails:
If Behemoth is killed:
The Endurance room now checks the correct manaetic device NPC types when determining final completion, making the transition to Kelrig more reliable. Both Innovation versions of Giwin are protected from being killed or dragged into NPC combat.
Nitram now casts Spirit of Wolf on himself when his escort begins. Still a gnome walk. Just faster. —
Several pieces of the Crystalline Globe path have been made less fragile.
Aerin’Dar heart drops were not increased. After a successful Aerin’Dar kill:
Tallon, Vallon, and Rallos are aligned to the standard raid schedule. The old Rallos encounter restrictions have also been removed:
If Rallos is defeated:
If the Rallos event fails:
Several encounter problems were cleaned up.
The three Halls trials now use consistent raid-event recovery. This applies to:
If you complete a trial successfully:
If the trial fails:
Lord Mithaniel Marr follows the standard 66-hour successful-kill schedule. —
Fennin uses the longer elemental-god schedule. If Fennin is defeated:
If the Fennin event fails:
The event also has its own active failure clock:
Blaring Horn of Fire loot opportunities were also improved without increasing unrelated rare drops.
The six major named Air encounters use the standard 66-hour successful-kill schedule. Xegony uses the elemental-god schedule: After a successful Xegony kill:
The scripted Air ring encounters and Chamberlain progression are restricted to the appropriate raid-enabled instances instead of being available as unintended open-world progression. —
The Rathe Council / Avatar of Earth cycle is being aligned with the elemental gods.
If Avatar of Earth is defeated:
Once Avatar is spawned:
This 2.5-hour clock is not the respawn time.
If the active window expires before Avatar is defeated:
So a failed Avatar attempt does not cause a 5-day, 18-hour wait. The ordinary Earth A activity remains available, while the four scripted raid rings are restricted to the appropriate raid-instance environment. War Drums of the Rathe also received improved drop opportunities from Peregrin Rockskull.
If Coirnav is defeated:
If the event fails:
Lute of the Flowing Waters received improved drop opportunities while preserving the rest of the loot table. —
The standard target for raid progression is 72 players. Two remaining bottlenecks are being brought into line with that:
The goal is to allow the main 72-person raid to progress together instead of arbitrarily cutting part of the raid out of a successful encounter. —
Plane of Time is becoming a guild-owned timeline instead of being permanently tied to the raid ID that originally created it. That means:
Plane of Time A and B support 72 players. The individual Phase One trial sections retain their existing 18-player limits. Time boss lockouts are being standardized to 6 days, 18 hours. The player command: #timelockout shows the guild timeline, current accessible phase, encounter availability, and remaining timers. —
#popflags Shows your overall Plane of Power progression. #popflags 1 through #popflags 5 Shows one individual progression tier. #timelockout Shows your guild’s Plane of Time timeline and encounter availability. —
Several missing launch-era Plane of Power drops have been restored.
These are not final until approved:
Neither change removes bane requirements. Emperor Ssraeshza and Lord Seru will still require their intended bane weapons.
Everything below applies specifically to Guild 1 / PvP progression and is separate from the normal progression rules above. Guild 1 raid targets follow the server’s earthquake / timed raid-window system rather than simply mirroring normal guild-instance availability. This allows PvP raid availability to be controlled separately without turning Guild 1 into a faster keying or gearing path. Guild 1 remains single loot by default, with normal and raid double-loot settings controlled separately. Earthquake raid availability lasts 8 hours.
Hedge Maze itself remains open-world content. Mujaki is raid content and is only available in:
The old Bastion-to-East-Commons PvP door has been removed. Pour one out for our first PvP event.
Guild 1 intentionally uses lower medallion quantities than normal progression instances.
This keeps PvP from becoming the faster route for Storms key progression.
Rallosian Glory is a temporary PvP progression system for Guild 1 battlefields.
Every Guild 1 battlefield provides a base:
Each Glory rank adds:
At Rank 10:
Glory is awarded to the character credited with the qualifying killing blow.
Both players must have been continuously present in the battlefield for at least 2 minutes before a Glory award can occur. Anti-feeding cooldowns also apply:
Any death in the Guild 1 battlefield removes the victim’s accumulated Glory. Leaving the battlefield also forfeits the temporary rank. Glory is intended to reward staying in the fight, not to become permanent character power. The player command: #glory shows your current Rallosian Glory rank and XP bonuses.
spiders still spawn during the event and still go into the room